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•ALIEN BREED II ASPACE HULK tDISPOSABLE HERO 







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and welcome to another top Amiga 
Action free gift Within these pages are 
extensive playing guides to three 
superb space adventures which are 
currently riding high in the software 
charts; namely Alien Breed II, Space 
Hulk and Disposable Hero. 

Also for your delight we have 
included as many classic tips as we 
could squeeze into this pocket-sized 
beauty to help you with those dusty old 
classics you still can't live without. Add 
to this a chance to win martial arts 
training with one of the world's leading 
exponents and we truly believe you 
will (or damn well should) be 
overjoyed. Read on... 


Written in the main by Dave "A1200 thief’ Goodyear. 
Designed by Sue Ashton. Bits added here and there 
by Steve McNally, Neil Jackson. Baul Boundell. 























2 A»T«i4g|«m Aci-ic:^»« . 



o make the 
sequel to their 
legendary Alien 
Breed anything but a 
disappointment for 
ardent fans. Team 17 
had to pull out all the 
stops. They did. 
making Alien Breed II 
possibly the finest 
Amiga shoot’em-up. 


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^ ontinuing in the genre of aliens and the like we've 
^ decided to bring you the very best compilation of 

playing tips associated with Team 17's Alien 
Breed II, If there are any of you that have yet to 
experience this latest line of Alien Breed games then here's 
a brief precis. 

Like all alien oriented adventures there's some sort of 
spaceship or planet waiting to be cleansed of vicious alien 
life forms. Teams of commandos are sent in to perform the 
necessary operation. Unfortunately manpower is a bit short 
in the future so only two marines are deployed. One or two 
(if a friend is nearby to lend a hand) of these soldiers are 
controlled by you. You must guide the chosen warrior 
around the various complexes collecting superior 
armaments as you proceed. The rest is history just waiting to 
be made. Hopefully with the aid of this booklet you'll win 
the war with considerable ease. 

Taking sides 

Before commencing gameplay you must choose from the 
four available space cadets. Two of these are humans, 
ordinary to you and me, but famously battle hardened from 
previous encounters. Their names are Officer Johnson and 




Officer Stone. Like us they're just good all rounders but with 
no outstanding attributes, a bit on the boring side really. The 
remaining choices are one robot that has amazing 
destructive capabilities, but obviously not as quick on the 
old reflexes as the humans. A small price to pay in situations 
like this. And lastly there's Ruffertoo, an extremely 
intelligent lizard-lifeform who is quick and resourceful. 
However he is let down by his stamina in hauling large 
armaments for a long period of time. So the best choice in 
the end would have to be the near invincible android. 
Clear up 

Now that you have chosen your character you may begin. 
There are three main buildings that need to be cleared of all 
alien presence: the main civilian building, the science 
laboratories and the military barracks. Sounds a bit 
silly 1 know, but squads of trained soldiers require the 
help of one individual. Huh, squaddies eh? 

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GAMING TACTICS AND RULES 
TO BE OBSERVED 

Keys are perhaps the most 
sought after item throughout 
the course of your campaign. 

Without them you'll get 
nowhere in any of the three 
buildings. Whenever you 
find a key or a multiple set, 
try to hold onto them until you 
have seen the full map from the 
computer consoles. Closely study the 
map to find the exits and areas of mission importance. To 
assist your craving for these items you should retain a large 
sum of money to purchase extra keys. After all, it's no good 
if you have millions of weapons and you're stuck behind 
one of the building's pressure doors, is it? 
moraev' 

Money or credits are the next important things. Without 
these invaluable sources of collateral you'll not be able to 
buy extra weapons that you may require for certain 
missions. Like keys, they should be used with extreme 

caution. Only purchase 





something from the Intex 
400 console if you 
desperately need it. 





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The Intex 400 computer link-up console is your only 
form of contact with the outside world. It's main function is 
to supply you with detailed maps and extra ammunition for 
your blood thirsty weapons. Also mission briefings can be 
sought around these electrical marvels. Without knowing 
the location of these computers, your progress will be very 
difficult indeed, impossible if anything. So as soon as you 
start playing, seek out the nearest one to you and find out 
what your current mission status is. 

Unfortunately for you, all weapons and 
information require payment. Even to take a peek at 


















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the structural blueprint will 
cost a couple of creds. So 
before you go and blow all of 
your hard found cash, well 
take you through each weapon 
in turn and tell you their true 
value and importance. 

First on the agenda we 
have the flame thrower. A 
basic and crude implement 
that has been in existence for 
many years. To use it, point it down any of the long narrow 
corridors and burn the enemies out of their hiding places. 
Don't rush out and buy one just yet because they're 
extremely thirsty in the fuel department. 

Next we have the trusty and reliable machine gun. A 


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quick firing rate with medium 
damage factor. This will probably 
be your sole weapon throughout 
the course of your game. And as 
a bonus, the ammo is cheap. 

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A new weapon which has 
recently been developed is the , 
three-way laser. Rigorously testeql 
the firing ranges the three-way gun has proven to be the 
most effective way of disposing of large groups of any 
encountered enemy. However, due to its rapid firing rate it 


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is very expensive to run 
and should only be 
considered for missions 
that have large numbers 
of aliens in open spaces 
to be wiped out. Good 
fun though! 

Guns that repeatedly launch homing in missiles are 
adept at dealing with hordes of aliens whilst retreating down 
long corridors. A character may withdraw from a heavy 

conflict and still return 
fire with these homing 
in missiles. They're 
not very damaging to 
the aliens but they do 
hold them back until 
you're in a safer 
position. You should 
keep one of these 
weapons in 
reserve at all 
times if you can. 


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Grenade launchers are definitely 
the worst available weapons. A slow 
rate of fire that produces a single 
projectile capable of a mini 
explosion. Their only use is to 
reduce large packs of charging 
aliens before engaging in close 
combat with machine guns. Not very 
effective when solely used by a singular warrior. 

One of the latest discoveries from our team of military 
scientists is the amazing rebounding bullet. Taking the 
concept from ancient cowboy films, researchers have made 
an actual bullet that is able to ricochet off walls and explode 
on impact when striking a living creature. But at the end of 
the day it's just fancy equipment that you could do without. 


ENGAGING COMBAT 

When wading into crowds of blood thirsty aliens it's handy 
to know what weaknesses they possess. Since the first 
original encounter nine years ago the aliens have learnt how 
to use guns. This makes the course of battle much tougher. 
So when you see normal baby aliens get stuck in, they're 
practically harmless. But when you come across big yellow 

adults you'll need to use 
long range weapons and 
keep your distance. 


VARIOUS 
HANDY HINTS 
FOR THE 
UNWORTHY 

There are numerous traps 
and devious puzzles to 
overcome. Too many for us 




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to mention. The main rule to live by is to keep going, you 
can't afford to rest for more than a few seconds or you'll 
have waves of aliens crashing down on you. Also keep your 
shots well aimed and 
controlled. If you lose 
your head in the heat 
of a small battle you'll 
realize that you've 

wasted valuable ammo on a few baby aliens, then when it 
comes to the adults you'll only have a small fruit knife to 
defend yourself with. Not good. 

Finally and most importantly, wall mounted guns which 
have been placed around the buildings as a defence system. 
These laser turrets have unfortunately malfunctioned and all 
they can do is fire at anything that moves, including you. 
The only good news is that due to this malfunction they 
have become slower than normal. Therefore they now 
require a larger amount of time to lock in on a target, 
giving you time to escape their wrath. 


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NEIL JACKSON AMIGA ACTION S3 




G Alien Breed ^92 
G Rrofect X 
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■ lectronic Arts 
have built up 
a reputation over the 
years, making theirs 
one of the first names 
you think of when 
quality software is 
what you want. The 
excellent Space Hulk 
seems set to keep 
the EA flag flying... 




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omewhere out in space is a terror far greater than 
the worst inter-galactic nightmare. Yes it's a new 
fantastic breed of alien that terrorizes and hinders 
the progression of man's exploration of the 
galaxy. The most recent and disturbing discovery is that of 
an abandoned spaceship^ named the Space Hulk. As teams 
of commandos are sent in to 
cleanse its insides^ trouble is seen 
to lie ahead. Scores of aliens run 
amok slaughtering the elite marine 
core. Someone needs to take 
charge and sort them out. Enter 
commander 'Reader' and his 
handy pocket-sized 'How to kill 
aliens and still pull the women' 
booklet. Which is what you're 
holding at this very moment. 




GAMING TACTICS 

The first thing that you'll need to acquire is the proper usage 
of your commando teams and their limitations. Almost all 
played missions need just one player alive. Perhaps on the 
occasional mission you may require at least two soldiers to 
fulfil the quest. 

Try and play the beginning training missions. They'll 
give you the arcade skills that you'll desperately need in the 
Deathwing campaign. Remember, practice is the ultimate 
key to unlocking your potential. Or something along those 
ancient lines. 

Eventually you'll 
be requested to make 
your choice of 
weapons and team 
members. You'll need 
to organize your team 
properly and 

thoroughly, while careful consideration should be given to 
weapon detail as well as the selection of your squad 
members. When playing with squads that are up to 
your choice, try to select and stay with only one team. 

This will accrue their experience and enable you to 


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AMIGA ACTION 



conquer later levels with ease. If for any reason you are 
killed in action, simply retry the mission or reset the 
machine to begin again. 

Don't let it save down onto disk or your previous 
experience will be lost forever, making future explorations a 
bit pointless or much tougher. Let's take a look at your 
choice of armaments, descriptions and their versatility 

throughout the course of your very 
tricky campaign. 


WEAPONS 
BRIEFING 
CTOP SECRET} 

Hi, let me introduce myself. I 
am Sergeant McSiaughter. I have 
killed more Genestealers with my 




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bare hands than 
you have with 
five hundred 
assault cannons. 

But anyway, 
enough about my 
earlier career let's 
get on to 
weapons detail. I 
will hopefully 
help you make 
the right choice of 
weapons as we 
flick through our 
archives of 
assorted slaying 
devices. Take 

heed of my voice, or you may end up with a bravery medal 
and a tag on one toe. 

LS^ht-nin^ CfcrMrsr 

Worth a laugh if you have suicide on the mind. To carry 
these into the heart of the Genestealer's labyrinth is either 
mighty brave or very stupid. Okay they're quick and 
powerful but so are the Genestealers. Made exceptionally 
well, they can tear through the toughest bulkhead of any 
craft known to our scientists. But they appear to be the most 
cumbersome item on board this ship. Best left here I think 
sir, yes indeed. 

Pow'G#' Gfoirer 

Ah I see you have a discerning eye. That would be the 
famous power glove. Capable of knocking holes in 
almost any material you may care to mention. This 




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single device has saved my life 
more times than I care to 
remember. There are 
improvements to this but I still find 
it to be a sound choice when used 
in conjunction with the military's 
assault cannon. 

Chain Fisi: 

Hmm. The chain fist, unusual isn't 
it? It appears to be slower in use 
when compared to the swifter 
power glove, which is clearly stated in the speculation 
sheets. But due to its immense destructive capabilities, many 
a marine has sworn by this death dealing utensil. Although 
it's a sound choice, you may not wish for them to get that 
close in combat. Or do you? 

Thnneiar Hnnwmar ctiricf ShSat€t: 

Marvellous to look at, isn't it sir? just feel the powerful 
vibrations emitting from the hard casing. Feel that polished 




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marbled surface that covers the shield. When first designed 
it was great in theory, it seemed that nothing could be better 
for the trained marine. However, through recent expeditions 
and missions, this weapon has been proved to be ineffective 
in complicated combat. Too much stress was involved and 
matters become too confusing. The most outstanding aspects 


about this piece of 
equipment are its 
self destruct 
capabilities. Upon 
command the 


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AMIGA ACTION 52 


entire item will 
explode covering 
a very wide area. 
Unfortunately it 
takes the life of 
the user. Great for 
suicides though. 
Best left as an 


artifact in the 
museum along 
with the other 
Genestealer 
equipment. 

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One of man's 

crudest and effective close combat weapons of all time. 
Invented thousands of years ago, the sword is a swish and 
quick way of ending battles. This recent upgrade is an 
improvement or at least an equivalent of the 
mythological sword, Excalibur. Quite a favourite with 
the veterans in the army. Maybe you should dabble 





































with it for a while. 
No, wave it over 
there sir. 



S§'€^mw 

The lightest and best 
weapon of 
anybody's choice. It 
requires no extra 
ammunition no 
matter how many Genestealers attack during your mission. 
The only drawback is the way it tends to jam when 
overheated, often when it has been used too much in quick 
succession. If used in short, controlled bursts it proves to be 




AfMIGA ACTION S2 


most invaluable to any 
experienced 
commando. Here try it 
on the target range. 

No, the target range, 
not the canteen. 


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JkSS€a%Mi§‘ 
C€ann€>n: 

The cream of 
annihilation, the 
very best in 
smearing 
Genestealers 
across the walls of 
the spacehulk. The 
firing rate behind 
this monstrosity is around twelve hundred rounds per 
minute. With titanium cased shells and a mini-carbon 
triggered explosive, seated in the head of the bullet, this is 
one impressive piece of army hardware. However it does 
have its faults. Because it solely relies on the specialist 
ammo provided, you can only carry 10 rounds. But you may 
be lucky enough to run into some spare ammo clips that 
have been left lying around by recent commandos. Don't 
count on this though. It has its uses when exploring large 
areas full of Genestealers, but it's not something you would 
take into a stealth mission. 

ffeciirx Ffcime#-r 

Let's warm things up a little with this unique flamer. Using 
an advanced form of hydrogen fuel it has an incredible 
range and a searing heat that can melt and burn anything it 
touches. Not even your suits are this fire-proof, you've been 
warned. Weapons like this have been in the army's service 
since the mid-1900's. They're not used purely for their 
range, they come in most useful when destroying buildings 
or large rooms of enclosed spaceships. Before usage, 
calculate the area the fire will spread to. Many 
marines have ended their career early through pv 

neglecting to check their retreating distances properly. 




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TACTICS FOR THE FINAL 
CONFRONTATION AND 
AVENGED MISSIONS 

This is it. Select all of your finest sergeants and warriors. Arm 
them with the following suggested weapons. At least two 
heavy flamers should be armed and ready to move, followed 
by a couple of marines equipped with heavy duty assault 
cannons. These two squadrons should be in and out of the 
main room to the South like lightning. Dispersing their 
weapons on any encountered Cenestealer on the way. Even 
on the main one himself if you see him. 

Break the heart 

Then, with the remaining soldier, give him a couple of storm 
bolters. This way he can keep a constant stream of fire and 
not get any jammed guns. His main job will be to mop up 
any remaining Genestealers and to destroy the heart of the 
alien space hulk. 

With all of your primary missions fulfilled you're ready 
for a nice long holiday. But that isn't going to happen so 

quickly for there's 
another job 
waiting for a 
single terminator. 

One terminator 
is selected by the 
emperor and he's 
already equipped. 
Armed with the 
power glove and 
the trusty storm 
bolter, you must 
descend deep into 
the unmapped 
catacombs of the 






cavern that rests beneath the space hulk itself. Even if you 
think that this is an unfair job for one terminator alone, the 
emperor feels differently. He believes that the threat of the 


this — 

ffafk is coof.^^ 


AIVtIGA ACTION S2I 


Genestealers is no longer and 
only treasures await discovery, 
but there is something down 
here and it's big. 

Move cautiously around 
the initial surroundings, retreating and firing as the 
remainder of the Genestealers attack to protect their secret. 
Then once the area is secured move in deeper and destroy 
the evil that awaits. One little bit of advice, keep your 
distance and keep control of your direction panels at all 
times. Happy hunting. 


To add to the bonus of holding this wonderous guide, the 
emperor of Amiga Action has deemed a special bonus to 
anyone that can describe the final monster. If you know 
what it is send your answers to the address at the end 
of this book but under 'Space Hulk Compof You 
could win any game of your choice! 


















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1 • Desort Strike 
2* Syndicate 
3* Popiflous 
4* Povrermonger 
S. Indy SOO 


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20 




















DISPOSABLE HEP 



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nown by most 
for their 
excellent racing 
gomes, Gremlin 
broke the mould by 
marketing dream 
Zool. Their varied list 
of high quality 
software is boosted 
by the addition of 
Disposable Hero. 

















/ ou may well be finding life 
difficult in Gremlin's latest 
shoot 'em-up epic^ as it is 
pretty tough. Hopefully 
these few pointers will give more 
than enough advice to enable you 
to make real significant progress. 

The first thing you should do is play 
the game on easy mode a few times just to get 
the hang of things . You may not get the personal satisfaction 
of completing the game in tougher mode, but it will allow 
you to become accustomed to the alien attack patterns 
which will be of great assistance later on. 

Shopping sproo 
You should also make full use of the shop, or Factory 
Warping Zones as some people like to call them, to top up 
your energy and, if possible, clear any aliens from the area. 
On level one it is possible to trick the gun turrets. This can 
be done by positioning yourself above or below the turret 
and then moving to the left and right. If you get this 
procedure right the turret will just move from side to side 
without firing at you. 

On level two the best tactic is to stay in the middle of the 
screen. This will greatly enhance your chances as, on this 

particular level, enemies 
come at you thick and fast 
from both directions. 

The best weapons 
system is available on level 
four. To get it, follow this 
method. Use the second 
ship and the Cat iii Engine. 
You should also acquire 
the Quake V7 Sonic 


30 Anrvispcx . 




Disrupter, the 
Impuls VI0 and 
three Hellweavers. 

You will now be 
more than better 
equipped for the 
rigorous task that 
awaits you. 

Stage six 
requires care. A 
different configur¬ 
ation is needed for 
the best results. Use 
these and you 

should have no real problems. Use the first ship and equip it 
with a BKL-H Mark 1 cannon, a Gyrotrack cannon and two 
TW10BA Razor Missiles. 

On the fifth level there is a dead end which contains an 
extra life. To get out of the dead end you will need to 
find a cleverly concealed hidden path. This is well 
worth trying as extra lives are always welcome. 




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eVe had loads and loadsa letters requesting 
cheats and tips for those oh-so popular games of 
yesteryear. So, in a bid to appease at least some 
of our readers, here's a few handy hints to be 
getting along with. 


y/ 


■ Alien Breed 

To activate the cheat 
mode, log onto the 
computer in level two and 
type any of the following: 

BEN JOHNSON TRAINED 
THESE ALIENS Speeds up 
aliens. 

BEWARE ALIENS SPADGE 
HAS DROPPED ONE - All 

the aliens run away. 

PITBULLS ON THE LOOSE - Makes the aliens mad and bad. 
PUFFNUTS MODE - Makes the aliens very slow. 



■ Bart Simpson and the 
Space Mutants 

On the title screen type COWABUNGA for infinite lives and 
EAT MY SHORTS to skip levels. 



■ Civilisation 

On the Emperor level surround your 
opponent with diplomats, and wait 
until his army is depleted. 

■ Dragons Lair II 

On the credit screen press Return 
then type in GET MORDROC DIRK 
DRAKKHEN. Load the character disk 


34 Avmispca 


and for the name type 3141 5927. Then press Enter and type 
in SUPERVISOR, then Enter again. Now during play, F9 
pauses the game and replaces lost hit points. 


■ Ev^ tho Boholdor II 

Load the game as normal and select Create New Party. 
When the empty boxes appear, click on the top left box, 
then select race, class, alignment and portrait. Now go to 
the modify box and boost all the statistics in this order: 
Strength, Intelligence, Wisdom, Dexterity, Constitition, 
Charisma and Hit-Points. Now you can click on strength 
and boost it to maximum, regardless of limitation put on the 
race or class of the character, so now you can have a super 
hard wizard. 


■ F-1 5 Strike Eagle 2 

To replenish your ammo supply press CTRL R and ALT all at 
the same time. 


■ Golden Axe 

Play in one player mode but with a second joystick 
connected. When you die press Fire on the second joystick 
for three extra lives. 

■ Humans 

If you're having trouble on level 13, the 
code for level 14 is BLUE MONKEY. 

■ Indianapolis SOO 

Take Gideon's setup and change all the 
tyre pressures to 26 psi, except the front left 
which should be 28 psi. Set the front anti-roll bar to 
maximum and the rear one to one notch below 
maximum. This should enable you to record a lap 




j4OTnii<g|<Pi 3S 



















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time of 37.09. It also helps to ignore the lines on the corners 
and go close to the grass verges. 

■ Jaguar XJ 220 

As soon as the starter says go, press Pto pause and Pto 
unpause and you've won the race (nice one). 

■ Kick Off 2 

For a successful free kick, keep your finger on the fire 
button, push the joystick forward, let go of the fire button 
and press it again to control the ball and turn the joystick 
any way you want to curl it. 

■ Leander 

Type LTUS ior infinite lives, and once typed, you can also 
use F1-F5 for weapon selection. 


■ lAanchestur 
Unitud 

Press the left mouse button 
during play to cripple the 
opposition, or alternatively 
pretend you're Mark FHughes. 

■ Nauv 

S.E.A.L.S. 

On the high score table enter 
your name as PSBOYS. Now 
you can press FI to pause and 
press Help to skip levels. 

■ Ork 

Click your pointer on all four 
corners of the Terminal screen 

3a g-wriigica ^ 



and the cheat mode is 
activated. Now use the 
following keys: 

H - health top up. 

A - Extra ammunition. 
Return - Take off and land 
anywhere. 

m Princo of 
Persia 

During the game, press and 
hold down Caps Lock while 
pressing L to skip levels. 


■ Railroad Ty'coon 

To add $500,000 to your bank balance: Go to FI screen. Hit 
the $ key. When the competition gets to within 10% of 
controlling your railroad, go to the realty menu and change 
from Cut-Throat competition to Friendly Competition. He'll 
stop buying your stock and you can catch up. 

■ SHadow of the Beast 2 

As soon as the game has started run right to the man with 
the spear and press A to ask a question. Enter TEN PINTS 
(with space) and press Return. You will be blessed with 
infinite energy. 

■ Turrican 2 

Go to the music menu, press keys 2 and 4, then ESC twice. 
This gives you inifite lives. 

■ Uninvited 

Light the fire in the first room with the matches found pV 
in the pantry. Then place the matches in the fire to get idfl 



33r 













the pentagram. You can operate the amulet on the zombies 
in the maze. To scare off the dog outside the temple say the 
following words: INSTANTUM ILLUMINARIS ABRAXAS. 
Also, to get a key, operate a knife on the left chair in the 
lounge. To pass the chapel, say SPECAN HEAFORD 
ABRAXAS to the statue head. Obvious really. 

■ Vigilante 

Enter your name as GREEN CRYSTAL (with space) on the 
high score table. Then in game FI will give you extra lives 
and pressing fS will advance you a level. 

■ WWF 

Pause the game and type: 

HULKHOGANWEARSTIGHTYELLOWKNICKERS. The fight 
will then finish with you as the winner. 

■ Xenon 2 

To skip levels, pause 
the game and type 

RUSSIAN AIR. 

Switch off the pause 
and press N. 


m Xork 3 

Sheer determination 
and strength will 
make you eventually 
beat the shadowy figure. Give some bread to the old bloke, 
hello sailor!! (when a ship floats by). Scared of the dark. Try 
the grue repellant just in case. 





o matter how good a game, everyone finds at least 
one thing that they would like to have seen 
included, excluded, made bigger, made smaller etc 
etc etc. Now is the time to help shape what should 
become one of the finest beat'em-ups of all time by 
answering the questions below as fully and honestly as you 
can manage. 

All of your suggestions will be taken into consideration 
by Millennium and game mentor Neil Axe, with one lucky 
person drawn out of a hat invited to take a friend and join 
Neil for a day of martial arts training. Simply fill in the 
questions, cut out the pages and send them to: MysterX, 
Amiga Action, Adlington Park, Macclesfield, SKW 4NP. 
Please have your suggestions with us by January 28. 

If you can't fit your answers in the book, send them in on a ratty bit of paper. We don't mind. 

1. What is the best feature of Streetfighter II, and why? 


2. What is the best feature of Body Blows/Body Blows 
Galactic, and why? 

3. What is the best feature of Mortal Kombat, and why? 


4. Is the graphical standard of Amiga beat'em-ups good 
enough, and if not, what should be done? 


5. Would you like to see speed sacrificed and greater detail 
employed? 

□ 

I J\ i <g| €31 OO 






















j gym-y ^ ^ 

6. Are special moves important in a beat'em-up, and if so, 
why? 


7. Do you feel the one-button joystick is too restrictive to 
enable Amiga beat'em-ups to compete with the consoles? 


8. Would you consider purchasing additional hardware in 
order to enable future beat'em-ups to incorporate more 
complex control features? 


9. What is the single most important element in a beat'em- 
up, and why? 


10. How much bloody violence do you feel should be 
included in beat'em-ups before we "overstep the mark"? 


11. What is the most annoying feature in (surprise surprise) 
beat'em-ups, and (surprise surprise) why? 


12. Do you think that realism of movement would improve 
a beat'em-up, and if so, in what way? 















< SOLVED 



DISPOSABLE HERO 








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